Related papers: Chat2Map: Efficient Scene Mapping from Multi-Ego C…
Egocentric gestures are the most natural form of communication for humans to interact with wearable devices such as VR/AR helmets and glasses. A major issue in such scenarios for real-world applications is that may easily become necessary…
Augmented reality devices have the potential to enhance human perception and enable other assistive functionalities in complex conversational environments. Effectively capturing the audio-visual context necessary for understanding these…
Long context egocentric video understanding has recently attracted significant research attention, with augmented reality (AR) highlighted as one of its most important application domains. Nevertheless, the task remains highly challenging…
Humans naturally perceive surrounding scenes by unifying sound and sight in a first-person view. Likewise, machines are advanced to approach human intelligence by learning with multisensory inputs from an egocentric perspective. In this…
Egocentric videos present unique challenges for 3D scene understanding due to rapid camera motion, frequent object occlusions, and limited object visibility. This paper introduces a novel approach to instance segmentation and tracking in…
In this paper, we consider a novel and practical case for talking face video generation. Specifically, we focus on the scenarios involving multi-people interactions, where the talking context, such as audience or surroundings, is present.…
Egocentric videos present unique challenges for 3D reconstruction due to rapid camera motion and frequent dynamic interactions. State-of-the-art static reconstruction systems, such as MapAnything, often degrade in these settings, suffering…
Grounding 3D scene affordance aims to locate interactive regions in 3D environments, which is crucial for embodied agents to interact intelligently with their surroundings. Most existing approaches achieve this by mapping semantics to 3D…
Thanks to the availability and increasing popularity of Egocentric cameras such as GoPro cameras, glasses, and etc. we have been provided with a plethora of videos captured from the first person perspective. Surveillance cameras and…
The body pose of a person wearing a camera is of great interest for applications in augmented reality, healthcare, and robotics, yet much of the person's body is out of view for a typical wearable camera. We propose a learning-based…
3D scene understanding has gained significant attention due to its wide range of applications. However, existing methods for 3D scene understanding are limited to specific downstream tasks, which hinders their practicality in real-world…
We introduce a method for egocentric videoconferencing that enables hands-free video calls, for instance by people wearing smart glasses or other mixed-reality devices. Videoconferencing portrays valuable non-verbal communication and face…
In a wearable camera video, we see what the camera wearer sees. While this makes it easy to know roughly what he chose to look at, it does not immediately reveal when he was engaged with the environment. Specifically, at what moments did…
The possibility of sharing one's point of view makes use of wearable cameras compelling. These videos are often long, boring and coupled with extreme shake, as the camera is worn on a moving person. Fast forwarding (i.e. frame sampling) is…
When people observe and interact with physical spaces, they are able to associate functionality to regions in the environment. Our goal is to automate dense functional understanding of large spaces by leveraging sparse activity…
Motion planning for safe autonomous driving requires learning how the environment around an ego-vehicle evolves with time. Ego-centric perception of driveable regions in a scene not only changes with the motion of actors in the environment,…
Analyzing instructional interactions between an instructor and a learner who are co-present in the same physical space is a critical problem for educational support and skill transfer. Yet such face-to-face instructional scenes have not…
Estimating 3D human motion from an egocentric video sequence plays a critical role in human behavior understanding and has various applications in VR/AR. However, naively learning a mapping between egocentric videos and human motions is…
Optical Flow (OF) and depth are commonly used for visual odometry since they provide sufficient information about camera ego-motion in a rigid scene. We reformulate the problem of ego-motion estimation as a problem of motion estimation of a…
In egocentric videos, actions occur in quick succession. We capitalise on the action's temporal context and propose a method that learns to attend to surrounding actions in order to improve recognition performance. To incorporate the…